Sid Meiers Civilization Beyond Earth Rising Tide V 1124035 2 Dlc 2014 Pc New May 2026

If you bounced off Civilization: Beyond Earth at launch, Rising Tide is the reason to return. It transforms the game from a sci-fi reskin of Civ V into a unique entity with its own identity. For players rocking the v1.1.2.4035 build, you are playing one of the most balanced and content-rich versions of the title available.

Whether you are looking to dominate the high seas or achieve transcendence through alien symbiosis, the tide is rising—and it’s time to dive back in.


Have you played the Rising Tide expansion recently? What is your favorite Affinity to play? Let us know in the comments below!

The Aquatic Frontier: How Rising Tide Redefined Civilization: Beyond Earth Sid Meier’s Civilization: Beyond Earth

first launched in October 2014, it faced a difficult legacy: it was constantly compared to its legendary predecessor, Alpha Centauri, and often dismissed as a mere "science fiction skin" for Civilization V. However, the release of the Rising Tide expansion (v1.1.2.4035) in late 2015 significantly shifted the game's identity, transforming a "bland" experience into a complex exploration of human survival and adaptation on an alien world. A Living World: Ocean Colonization and Biomes

The most transformative change in Rising Tide is the shift from the sea as a barrier to the sea as a frontier. Unlike previous Civilization titles where ocean cities were static or nonexistent, Rising Tide introduces floating cities.

(Version 1.1.2.4035), perfect for sharing on gaming forums, social media, or a digital catalog.

Sid Meier's Civilization: Beyond Earth – Rising Tide [v1.1.2.4035] Take humanity’s future to the next frontier!

After the "Great Mistake" left Earth uninhabitable, the survival of the human race depends on your ability to colonize an alien world. Rising Tide

is the massive expansion that completely transforms the base game with oceanic gameplay, revamped diplomacy, and new hybrid affinities. Key Features Conquer the Oceans:

Build floating cities and harvest resources from the sea floor. Beware of massive alien sea monsters lurking in the depths! New Diplomacy System: Diplomatic Capital

to shape the political landscape, upgrade leader traits, and leverage alliances. Artifact System:

Collect and combine powerful relics to unlock unique faction buildings and unit upgrades. Hybrid Affinities:

No longer limited to just one path—invest in multiple Affinities to unlock specialized hybrid units. New Factions: Join four new sponsors, including the nomadic North Sea Alliance Version & DLC Details

Sid Meier's Civilization®: Beyond Earth™ Rising Tide Steam Весь мир If you bounced off Civilization: Beyond Earth at

Here’s a short narrative based on the details you provided—Sid Meier’s Civilization: Beyond Earth – Rising Tide, version 1.1.24035, both DLCs included, released 2014 on PC.


Title: The Rising Tide Protocol

Log Entry: Administrator Voss, Coastal Unit 7, Planet 4546B (New Terra)

The first thing I noticed about the new patch—v.1124035, the one the techs called “The Rising Tide”—was the water.

Not the color. Not the salinity. The politics of it.

In the old version, the oceans were just dead zones. Barriers. You built your colony, you crawled inland, you ignored the endless gray until you had hovertech. But now? Now the sea is a highway. A battlefield. A home.

I launched the game at 11:47 PM, both DLCs active. The menu music swelled—that lonely, hopeful synth chord—and I chose the Al Falah faction. Their bonus: floating cities that move like migrating beasts.

The map seed was “Archipelago, High Sea Level, Abundant Resources.” Standard size. Soyuz difficulty. I’d played this game a hundred times. I thought I knew the rhythm.

I was wrong.

By turn 50, my capital, Mizan, was a cluster of hexagonal pontoons bobbing in a methane-sulfuric bay. I had two Explorers, one Naval Cruiser, and a desperate need for Titanium. In Beyond Earth classic, I’d have spammed trade routes and rushed Robotics. But Rising Tide added the Diplomatic Capital system. Influence became a resource as vital as Energy.

The North Sea Alliance (NSA) to my east kept offering me “Water Rights Treaties.” Their leader, a woman named Admiral Kato, had a voice like grinding ice. She’d smile in the diplomacy screen, offer a non-aggression pact, and then her submersible rigs would appear two hexes from my harvesters.

I remember turn 78 vividly. That was when the game crashed—not to desktop, but to a memory leak stutter. The v.1124035 patch notes claimed they fixed the “late-game diplomacy freeze.” They lied. But I kept playing, because the new aquatic cities had me hypnotized.

You could move your capital. Slowly, painfully, tugging your districts across the deep like a wounded leviathan. But you could run from blight. From miasma. From Kato’s fleet.

I moved Mizan twice. Once to escape a volcanic fissure event. Once to park directly over a massive cache of Floatstone. That second move triggered a war. Have you played the Rising Tide expansion recently

Kato’s voice crackled through the diplomacy screen. “You’ve violated the Open Water Accords.” Then she declared an Aquatic Assault. Her fleet of Gunboats and a single, terrifying Carrier—decked with green-lit fighters—swarmed my trade routes.

The battle was ugly. The new naval combat in Rising Tide isn’t like land. Ships don’t hide behind forests or hills. It’s line of sight and sonar pings. I lost two harvesters before I realized my Al Falah unique unit—the Dhow-class Raider—could pillage underwater resources. I sent them deep, beneath the NSA’s floating city, and cut their geothermal vents.

Kato’s city began to starve. Not health bars. Not simple production loss. The new water-ecosystem system meant her algae farms turned brown. Her citizens’ faces, in the city details panel, changed from content to desperate.

I offered peace. She refused.

So I researched the “Deep Casing” tech and built a Subsea Colony. That’s the DLC’s secret weapon: cities on the ocean floor. No visibility. No direct attack unless they have aquatic siege units. I planted it right under Kato’s capital.

On turn 142, my submerged city launched a “Hydropressure Bomb” into her city’s pontoon supports. The animation was simple—a dark ripple, a shimmer—but the effect was total. Her capital split. Districts scattered like fallen leaves. Her faction flag disappeared from the score screen.

The victory screen didn’t pop. Not yet. The game said: One more turn.

And that’s the real story of Sid Meier’s Civilization: Beyond Earth – Rising Tide, version 1.1.24035, with both DLCs, on a 2014 PC.

It’s not a perfect game. The pathfinding still breaks. The AI still spams you with trade requests every three turns. The soundtrack occasionally cuts out and leaves you in eerie ocean silence.

But when you move your floating capital at midnight, your own reflection faint on the monitor, and you watch the hex-grid water ripple under your colony—you understand. This is the version where humanity finally learns to stop fighting over land.

We fight over the sea instead.

END LOG

Published: April 12, 2026 Platform: PC (Steam) Version Examined: v.1124035 (Final major patch) Content: Base Game + Rising Tide DLC + “Exoplanets Map Pack”

If you were to ask a random PC gamer to name every mainline Civilization game, they’d rattle off Civ IV, Civ V, and Civ VI. If they are feeling generous, they might mention Alpha Centauri. Title: The Rising Tide Protocol Log Entry: Administrator

Almost nobody mentions Civilization: Beyond Earth.

Released in late 2014 (with Rising Tide following in 2015), Beyond Earth was Firaxis’ attempt to spiritual-successor Alpha Centauri without actually using the IP. It was met with a lukewarm reception. The game felt like a reskinned Civ V with less personality.

But here we are, twelve years later. And with the version v.1124035—the final, fully patched build including the Rising Tide expansion—we need to ask: Was this game actually bad, or was it simply a victim of timing?

I reinstalled the 2 DLC package (Rising Tide + Exoplanets Map Pack) on a modern Windows 11 rig, and after 40 hours, I have a controversial take: v.1124035 is the most underrated 4X game of the 2010s.

Pros:

Cons:

Score: 8.5/10 (for this complete edition)

Let’s address the version number first. If you played Beyond Earth at launch in 2014, you remember the horror: The AI was schizophrenic, the trade route micro-management was a nightmare, and the victory conditions felt grindy.

v.1124035 was the silent savior. This patch (released quietly in late 2016) didn’t add flashy features; it fixed the skeleton. Key changes:

If you play Beyond Earth today, you must play this version. Vanilla 1.0 is a broken promise; v.1124035 is a finished product.

Rising Tide destroyed the linear "Friendly/Neutral/Hostile" system. Instead, you get a web of traits. You assign "Virtues" to your diplomatic relationship with each sponsor.

Want to be the economic backer of a militaristic AI? You can invest in their "Joint Ventures" trait. Want to slowly absorb a neighbor without war? Use "Cultural Sanctions."

It is messy, it is opaque, and it is the most realistic diplomacy the franchise has ever attempted.

Released in 2014, Civilization: Beyond Earth breaks the mold of leading the Romans or the Egyptians. Instead, humanity has exhausted Earth’s resources. You lead one of several colonial expeditions (sponsors) to a hostile alien planet simply called "This New World."

Forget Gandhi and nukes. Here, you battle alien Siege Worms, develop sentient AI, and genetically modify your citizens to survive miasma clouds. The game’s tagline, "We must go," captures its desperate, hopeful tone.